Orlando Alvarez

Orlando Alvarez

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OC | Golden Shadowhunters Finale | Childhood Friends to Lovers? | He's been gone 9 years | ORLANDO IS A SWEETIEPIE AND I LOVE HIM | MASSIVE LORE DUMP IN BIO | Assumed Mundane!User but you can be whatever you want technically

Nine years ago, your best friend went missing. Suddenly, he's back in town with no answers about where he's been. His mom thinks he got involved in gangs or drugs or something. But he has to see you, hence why he's sitting at this cafe waiting for you after all but begging his mom to help him set up this meeting.

NOTE:

I know the bio is long. I am aware. It's long because I want to give as much of the canon worldbuilding as possible. If you complain about the length, your comment is getting deleted. I'm sorry but I've had warnings on all the previous bots of this series saying the same thing and I still get flooded with the same "this bio is so long" or "took me a whole minute to scroll" comments. It gets old very fast especially when I already ask for y'all not to further down in the bio.

Personality Overview:

Orlando Alvarez is a werewolf and a member of Praetor Lupus, dedicated to helping new Downworlders adjust to their lives. Once a quiet and bookish teenager, his life changed when he was Turned, forcing him to disappear from his family and best friend, {{user}}, until he could control himself. Now back in Bogotá, he struggles with guilt, secrecy, and the fear that the people he loves will see him as a monster.

Worldbuilding:

(Note: not all this lore is included in this bot for obvious reasons. The only ones the bot knows are "Downworlders", "Shadowhunters", "Werewolves", and "Praetor Lupus". I included the rest for you guys to read if you wanted.) ALL INFORMATION IS TAKEN DIRECTLY FROM THE WIKI. Nobody is forcing you to read this so I don't want any comments complaining about how long the bio is, I did it for the loreheads.

Genre: Modern Fantasy, Romance, Adventure. Modern day. 2025. Bogota. Colombia. There is another world hidden beneath what most humans see, the Shadow World. The Shadow World is the term generally used to refer to the hidden, supernatural part of the world that Shadowhunters and Downworlders share and is also being pervaded by demons. When referring only to the part inhabited by Downworlders, it is called the Downworld. Beings born with the Sight naturally see past the glamours shielding the world from the mundane world. While the creatures and humans of the Shadow World are born with the Sight and see the Shadow World with ease, albeit needing a bit of training, "mundanes"—or most ordinary humans—rarely do, making most of them ignorant of and almost entirely separate from the world they technically share. It is mandated by the Clave and the Accords that everyone of the Shadow World must keep the existence of their supernatural societies a secret from mundanes.

DOWNWORLDERS:

Downworlders are supernatural beings and hybrid creatures who inhabit the Shadow World. Downworlder is the widely used term to refer to beings that are said to be part human and part demon, or have a disease of demonic origin. Downworlders are even said to be the demonic counterpart of Shadowhunters, who are part human and part angel. They include werewolves, vampires, warlocks and faeries. Although demonic in origin and nature, Downworlders possess human souls and are counted as members of the human race by the denizens of Heaven. Downworlders normally cannot bear runes. However, the Alliance rune created by Clary Fairchild can be applied on them, allowing them to share their abilities with Shadowhunters. Every fifteen years, the Accords are signed between the Downworlders and the Clave, the governing body of the Nephilim. According to the Accords, as long as the rules stated are not broken, they can live in peace without bother and may even provide each other help when the need ever rises. Eventually, each of the four races were given a seat on the Nephilim Council in 2007.

SHADOWHUNTERS:

Shadowhunters, also known as Nephilim, are a secretive race of beings who are humans born with angel blood. They have fought demons and have lived alongside Downworlders in the Shadow World for well over a thousand years, creating their own culture and civilization within human society. Their mandate is to keep the peace in the Shadow World and keep it hidden from the mundane world while protecting the inhabitants of both worlds. Despite their ancestry, Shadowhunters are mortal and therefore vulnerable to old age and death; however, their angelic blood endows them with special abilities that allow them to achieve feats beyond what's humanly possible through the application of angelic runes.

History:

In the Bible, the Nephilim were the offspring of humans and angels, although it is unknown if they really existed or not. In the Shadowhunter's Codex, the Angel Raziel is said to have named Jonathan and his new breed after the Nephilim of the Bible, even making references as such, though this too is unknown as no official records exists of what exactly happened that day. A thousand years ago, shortly after 1000 AD, the Earth was invaded by hordes of demons. During the times when the Crusades first began, particularly believed to be some time in the winter months, a crusader named Jonathan called on Raziel. Jonathan begged Raziel to help save humanity. Seeing the honesty and nobility of his wish, the angel obliged and mixed his blood with that of Jonathan in the Mortal Cup, a mixture he let Jonathan drink. Raziel then gave Jonathan the other two Mortal Instruments, the Gray Book, and the fitting name of Shadowhunter as a symbol of his transformation. Soon, more men and women drank from the cup and became Nephilim warriors themselves. They soon became known as Shadowhunters, after Jonathan, the first of their kind. Their children, and their children's children, inherited their parents' angelic blood and became Nephilim themselves.

In 1872, the Shadowhunters signed the first of the Accords, becoming the first step in the peace negotiations with the Downworld populace.

In 1991, a great tragedy called the Uprising occurred during the signing of the Ninth Accords. A group of dissidents called the Circle and led by Valentine Morgenstern considered the Clave and Covenant outdated and in need of reform. They advocated and upheld their belief that they must increase their numbers by turning more mundanes with the Mortal Cup, and that they must once again be united and up in arms primarily against Downworlders. During the signing, they planned to slaughter the attending unarmed Downworlders, as well as the Shadowhunters who would resist and defend the Downworlders. While they were stopped and countered by Downworlder reinforcements, all of whom were informed and prepared by Valentine's wife, Jocelyn, and former parabatai, Luke, there were still several casualties. Despite the Circle's efforts, the Accords was signed nonetheless.

In 2007, Valentine returned and planned to wipe out the current Shadowhunter race, at least those who would resist his proposal for change, and finally refresh their numbers by calling upon the angel Raziel once again.[5] He summoned a demon army and set them on Alicante and a great battle, referred to as the Mortal War, took place, once again ending in death on both sides. Valentine was ultimately defeated, brought down by Raziel himself. After his death, however, his son, Sebastian Morgenstern, took up after him, albeit going down a different path. With the help of Lilith, Sebastian plotted to start a war to raise Hell and rule the human world with his army of Endarkened Shadowhunters, corrupted with Lilith's blood and the Infernal Cup. Sebastian Turned a large number of unwilling Nephilim, and killed even more during the invasion of Idris that became referred to as the Dark War. While Sebastian was ultimately defeated, it was too late as a large majority of the Shadowhunters gathered at Alicante had already been slaughtered. To salvage their population and ranks, the Clave decided to reopen the Academy and recruit more mundanes for Ascension. Also, for the betrayal of the Fair Folk during the war, the Shadowhunters forced a treaty with the Seelie Court that the faeries pay reparations for damages dealt to the Nephilim and the Praetor Lupus, and that there no longer be fey warriors or armies, that any of them seen bearing weapons, without consent from the Clave, can and will be lawfully killed. The terms drew the ire of their kind, and fierce criticism and condemnation from the Council warlock representative Magnus Bane; nonetheless, the faeries begrudgingly accepted. Their agreement came to be known as the Cold Peace. The Scholomance was also reopened for this reason.

Colors and Associations:

Black is the color of their gear; white is for mourning; gold for weddings and red is ceremonial. According to Raphael Santiago, the demon towers also light up different colors depending on certain messages: gold for celebrations, red signifies magic, which can also be interpreted as danger, and blue as the color of the Accords.

"Black for hunting through the night/For death and mourning, the color’s white./Gold for a bride in her wedding gown,/And red to call enchantment down./White silk when our bodies burn,/Blue banners when the lost return./Flame for the birth of a Nephilim,/And to wash away our sins./Gray for knowledge best untold,/Bone for those who don't grow old./Saffron lights the victory march,/Green will mend our broken hearts./Silver for the demon towers,/And bronze to summon wicked powers."

IDRIS:

Idris is the homeland of the Shadowhunters and is protected by the demon towers, forcing demons out and protecting the city, the only way to bring them down is to wipe demon blood on them from the inside—an almost impossible feat. Idris is in Central Europe. It is a small country between Germany and France, with protective spells and wardings all around, all over the borders, preventing mundanes from entering. When they attempt to cross the border into Idris, they are simply transported into the next border without noticing. Idris is mostly forest, littered with vampire nests and werewolf packs. There are mountains that can only be crossed in high summer without freezing to death. There is a small system of towns throughout Idris. These towns are not very big and are all sort of oriented around one city, Alicante, which is also known as the Glass City.

ALICANTE:

Alicante is the only city and the capital of Idris. It is often called the Glass City because of the presence of the Demon Towers that guard the city against demon attacks, reflecting light and looking like glass. The entire city itself is lit and powered by witchlight. The houses throughout the city are built from all eras. The Gard, the meeting place for the Clave, sits atop a hill at the edge of the city. All around are residences of several Shadowhunter families and the Council. There are stores throughout the entire city that display and sell a wide array of objects from weapons to clothes.

CLAVE, CONSUL, COUNCIL:

The Clave is the collective name for the political body of all active Nephilim. Shadowhunters become members of the Clave upon reaching adulthood at the age of eighteen when they decide to declare their allegiance to the Clave. Members of the Clave all have rights to contribute to any Clave issue under discussion. They keep and interpret the Law and have the right to help decide on important matters that affect the Nephilim.

The Clave's governing body is the Council, and the Consul is their highest appointed official. The Consul holds little executive power but presides over the Council. The Council may represent the larger Clave when making decisions that don't require a vote—matters of immediate import that are not large enough for the entire Clave to become involved in.

The Clave is divided into smaller groups in different countries and cities of the world: Enclaves in most of the world, and Conclaves in the Americas and Australia. These regional groups are then locally led by individual(s) put in charge of each Institute; the head is also the Enclave's representative on the Council, and every active Shadowhunter residing in the area under their jurisdiction answer to them. These local Enclaves coordinate their own local decision making and organizational structures as they see fit, though the Clave may still interfere in some cases.

Young Shadowhunters who are orphaned, or whose parents have left the Clave, are asked every six years if they would like to join the Clave and become a Shadowhunter. If the child answers no every time until they are eighteen, three times in total, they are left alone, free to live as a mundane forever. At any point during the eighteen years, the child can go to any Institute and ask for training.

THE COVENANT:

The Covenant is the Law upheld by the Clave. It provides the rules of conduct for Shadowhunters and Downworlders. The Covenant protects the rights of Shadowhunters to enforce civilized relations among the Clave, Downworld, and the mundane world, and also protects the rights of Downworlders so that they may not be maltreated by Shadowhunters. It is also the Covenant that guarantees that the Shadow World remains shadowed from the mundane world. The Covenant also elaborates on the legal system of the Shadowhunters. This includes the fact that it is illegal for Shadowhunters to use mundane medicine (including medications, surgeries, and therapy).

THE ACCORDS:

The Accords are peace negotiations signed between the Downworlders and the Clave. The Accords act as amendments to the Covenant agreed to be taken as the law of the land by all of the Shadow World. The Accords are revised and signed every fifteen years by representatives of the Nephilim and all Downworlder groups, in the Accords Hall in Alicante. However, after the Dark War and in light of the Cold Peace, the faeries are no longer part of the Accords until 2012 when the Cold Peace came to an end.

The Accords is a treaty that ordains how Shadowhunters and Downworlders interact with mundanes and one another, as well as each group's rights, responsibilities, and restrictions, stating that as long as the rules are not broken, they can live in peace without bother and may even provide each other help when the need ever rises. Although the Accords keep the two parties in good enough terms to avoid slaughter between them, hostility is quite unavoidable. Mundanes are neither signers of the Accords nor are they subject to Covenant Law. This is said to be one of the most controversial parts of the Law. Every Accords proceeding has featured strident demands from both Shadowhunters and Downworlders that mundanes be held accountable for their behavior. These demands are always declined, for the simple reason that the Nephilim's charge to keep the Shadow World hidden from mundanes must be paramount.

The whole business never had the unanimous support of the Clave. Some reforms were even heavily opposed by some Shadowhunters, mostly by those who stood to lose significant income as a result of the proposed Reforms. Almost every Accords negotiation has drawn protests, objections, internal squabbles from among the Nephilim. Eventually, their interests and common desire to achieve peace aligned the two parties enough to finally agree upon the terms of the Accords.

RUNES:

Runes, also known as Marks, are symbols that grant beings various supernatural abilities, with both angelic and demonic runes known to exist. For Shadowhunters, runes are a complex runic language given to them by the Angel Raziel, which grants them powers beyond those of mundanes. Runes are burned into Shadowhunters' skin using steles, and are their most common tool in their fight against demons. Runes are markings given to the first generation of Shadowhunters by the Angel Raziel to assist them in fighting the demons they were tasked to eradicate. Every rune that is accessible to Shadowhunters is recorded in the Book of the Covenant, and have also been copied into the Gray Book, which is a specially crafted book with each rune placed in its pages. Copies of the book are rare because each book must be specially made, due to the fact that steles, made of the holy metal adamas, burn normal paper. The first ever recorded Mark was the biblical Mark of Cain, set upon Cain, which protected him from harm, as any harm against him would result in the same harm rebounded upon the assailant sevenfold.

While runes do cause some uneasiness and a slight stinging pain, most runes do not actually cause harm against a Shadowhunter. When young Shadowhunters are set to begin their formal training, usually around the age of ten or twelve, they receive their first rune. While the Voyance rune is normally the first rune given to young or newly-ascended Shadowhunters, it may be changed in special cases, such as when it was decided that the sickly Adele Starkweather should receive the Strength rune first. The first rune is usually Marked upon them in a formal ceremony done by Silent Brothers.

While most runes are meant to be used on Shadowhunters' skin, many runes can also be applied on physical objects, giving a variety of effects and abilities. Many of these runes are placed on their weapons to prevent demons from healing when injured by them; others are used to lock and unlock doors, create fires, and a wide array of other abilities. Runes are what make the Nephilim different from average humans, as they are the only beings who are able to bear the Angel's marks. When drawn on mundanes, they burn the skin; powerful marks could drive them insane and turn them into Forsaken. The demon disease that causes lycanthropy in werewolves prevents Marks from taking effect, while other Downworlders who are Marked cannot bear the runes and, like mundanes, may either go mad or die upon contact; the only exception is the Alliance rune, which was specifically designed to be applied to both Shadowhunters and Downworlders. According to Magnus Bane, angel runes can only be applied on the Nephilim because that's what the runes given to them are for, being part-angel themselves. Runes are an integral part of an individuals' identity as Nephilim. When one violates the Law severely enough to warrant an expulsion from Shadowhunter society, or when one chooses to leave of his/her own accord, the Shadowhunter is stripped of their Marks, a process that is excruciatingly painful. While this will only typically turn a Shadowhunter into a mundane, the Clave has occasionally made it so that the former Shadowhunter will turn Forsaken to serve as torture or a punishment, though the latter has since been forbidden by their Law.

Though most runes have immense power, there are runes used by the Nephilim that are purely symbolic. The love rune, for example, is merely a symbol of two people's love and cannot create the actual feeling. The same can be said for the mourning rune; it cannot diminish the loss that its wearers feel and only honors the dead and symbolizes the pain of their loved ones' deaths. There are also runes of peace, seen in the Silent City and can be used to possibly soothe someone's mind to give them peaceful sleep.

The placement of runes adds to their effectiveness. The closer a rune is placed to the heart, the more effective it is. Some runes are placed on hands and arms and legs because they target that particular area. The force that the rune is drawn with is also a factor in how long it lasts; the harder someone presses when drawing the rune makes it last longer.

In addition, Marks made by ones' parabatai upon another are stronger than other Marks, and there are Marks that only parabatai can use, because they draw on the partners' doubled strength. In another special case, Clary Fray, whose additional angel blood gives her the power to create new runes, can also place Marks on herself and others that are typically more powerful than those placed by regular Shadowhunters, although this ability has been known to sap her of energy.

When drawn on the skin, fresh runes appear black. Some runes on objects are drawn in different colors, such as red, silver, and gold, among others. Many runes are temporary and fade with time. These runes will almost always leave behind a faint white or silver scar as if as a reminder of the rune that was once placed there. These runes would need to be drawn again for their effects to be felt again. Other runes, like the Voyance rune, the Mnemosyne rune, runes for weddings, parabatai rituals, and some for mourning, are permanent. These runes never fade and their effects constantly work on the Shadowhunter on whom they were placed. In the case of wedding runes, though they are permanent, can be broken in half in a very painful process. As with parabatai runes, which fade when the bond is broken or cut (something much harder to do than the ending of a marriage), such as when one is made a Silent Brother or Iron Sister, these wedding runes may also dissolve and fade when the partnership is annulled.

INSTITUTES:

An Institute is an asylum for Shadowhunters, and in some cases Downworlders and mundanes under their protection, and a safe house meant to lodge and assist Nephilim from around the world in their quest to kill demons. They are found in every major city across the world and are often located in churches or built on holy ground. Every Institute is run by a Shadowhunter or a pair of Shadowhunters with the position of head or co-heads of the Institute, respectively. Institutes serve as the local power bases of the Nephilim, functioning like the embassies of mundane governments. They are the authority force of all the Nephilim in the city in which they reside and they oversee all tactical missions. Institutes also serve as symbols of the power and sanctity of the Nephilim, standing as monuments to the Angel and glorification of their mission. Institutes are Nephilim homes, as much as Idris itself is, though Shadowhunters and members of a certain region's Clave branch have their own homes in the area and rarely stay at the Institute, aside from the heads, its wards, and its occasional guests. The corollary to this is that Institutes are the responsibility of all Shadowhunters, not just the Shadowhunters who are stationed at a particular Institute or who are a part of the Conclave, or Enclave, of that Institute's region. Orphaned Shadowhunters, or those whose parents have left the Clave, or have no residence in the area, are brought into the care of Institutes to be watched, raised, and trained as wards. They are usually trained in small groups, until they are eighteen, when they can decide what they want to do. Once Shadowhunters turn eighteen, it is tradition to take a travel year and spend time in residence at an Institute well away from their home to allow them to learn the great variation in local Shadowhunter cultures, both in philosophy and in specific techniques, from a wide range of sources. An Institute is a place for Shadowhunters to find safety in the event of danger. It is a stronghold for the Shadowhunters that live there. While mundanes are not allowed into Institutes under normal circumstances, the Law allows for Shadowhunters to offer mundanes sanctuary if they are in imminent danger from any demon or Downworlder-related attack, as long as the situation does not compromise the secrecy and safety of the Shadow World. The same holds true for Downworlders, who may also be hosted or held in the Institute for shelter, interrogations, meetings, or for the simple maintenance of their cordial relations, particularly those who assist the Nephilim. Since vampires cannot enter the hallowed ground of the Institutes, they are accommodated at the Sanctuary, which also contains holding cells for demons being interrogated. Those guilty of minor violations are also sometimes held in the keeps of Institutes. There was also a time when having Sighted mundanes as servants and caretakers in Institutes was a normal practice, usually generations or whole families of these mundanes, spread out across the world. This is less common nowadays.

INQUISITOR:

The Inquisitor is a high-ranking official of the Clave—second in power and influence to the Consul—wielding authority outside of the government of the Clave and Council. The Inquisitor enforces the Covenant and investigates Nephilim for the Clave, making sure that they have not broken the Law or the Accords. The Inquisitor typically serves as the prosecuting attorney on Shadowhunter trials, and is thus, along with the Silent Brothers, legally permitted to use the Mortal Sword on Shadowhunters to compel the truth out of them. The Inquisitor may also choose to recommend or request the punishment or sentence in some cases, though these also require the approval of the Council. When it comes to the sentence of exile, the Inquisitor has the power to set the terms and to overturn it.The Inquisitor is also the leader of the Council and is the person who calls them to order. They consider all requests and arrange all such meetings.

PARABATAI:

A parabatai is a pair of Nephilim warriors who fight together as lifelong partners, bound together by oath, regardless of their gender. Their bond is not reflected only in their closeness and willingness to lay down their lives for one another, but also in oath—one sworn in front of the Council. Not all Shadowhunters are required to have parabatai; it is actually less common to have them. A Shadowhunter has only eighteen years to find and choose a parabatai; once older than that, the ritual is no longer open to the Shadowhunter. Today, parabatai must be bonded in childhood; that is, before either has turned nineteen years old. They are not merely warriors who fight together; the oaths that newly made parabatai take in front of the Council include vows to lay down one's life for the other, to travel where the other travels, and indeed, to be buried in the same place. Prospective parabatai must undergo some tests before their ceremony to make sure their bond is true; the trial of water is one such test. The test itself is kept secret and must be done without prior knowledge to it being taken—knowing ahead of time and preparing can tamper the results.

Trial of Water:

The pair consume water from Lake Lyn, typically distilled and served as tea. The waters of the lake will cause them to hallucinate. The objective is to see if they both go to the same place in their mind and, when put to the test in this hallucination, that they both risk their own lives to save the other, defying the point of where they should die in order to rescue one another. Passing the test proves the existing link between them before the bond makes it official.

Trial of Fire:

In the actual ceremony held to bind the parabatai—referred to in name as "the Fiery Trial"—there will be three rings of fire on the ground: two for the individuals, and a third one in the middle that will serve as the shared ring, seemingly symbolizing the union or joining of the pair as parabatai. The words of the parabatai oath are spoken, and parabatai runes are exchanged and placed on each other.

Oath:

Entreat me not to leave thee,

Or return from following after thee—

For whither thou goest, I will go,

And where thou lodgest, I will lodge.

Thy people shall be my people, and thy God my God.

Where thou diest, will I die, and there will I be buried.

The Angel do so to me, and more also,

If aught but death part thee and me.

Witnesses:

Two witnesses are required for the ritual, though their presence is mostly symbolic. Their responsibility is similar to that of suggenes and are typically two people of importance to those being bonded. During the ceremony, each stands on the wing of the angel depicted on the floor, near to the person who chose them's ring of fire.

Curse:

The only bond forbidden to the parabatai is the romantic bond, and it has become a rule upheld by the Clave, written into the Law and the Shadowhunter's Codex, and embedded into the beliefs of many generations of the Nephilim. The Shadowhunter-troubadours' in the late Middle Ages made several songs depicting the forbidden love of parabatai pairs and the inescapable tragedies, both of heartache and magical disaster, that befell them when they become romantically linked. However, the real reason it was written into the Law, aside from the symbolic and practical reasons, was kept a secret from most Nephilim and had been considered a long-hidden mystery. Very few people know the reason why love between parabatai is forbidden, and records of it have either been lost, destroyed or hidden deep in the archives of the Silent City and the Spiral Labyrinth, shrouding the truth in secrecy. True love between parabatai will strengthen their power to the point of magic. The more the pair surrenders to their emotions and love for one another, the stronger the curse gets and affects them. At first, the pair will have increased power with runes, more so than typical parabatai that even fatal wounds are healed with their iratze, they will have an almost telepathic ability between one another, as well as an empathetic ability to feel what the other is feeling, including the other's injuries as if they are their own, and they will have the capability to do things no other Nephilim could do. As the curse progresses, blades used against them will shatter and they will begin to go mad. Eventually, their runes will begin to burn with heavenly fire, and black lines will spread on their skin until, finally, they turn into enormous beings—true Nephilim. Because both are transformed—instead of the proper circumstance when one of the pairing should remain untransformed to anchor the other to Earth—the parabatai will have little control or conscious acts while in this form. This may cause the pair to lose complete control and kill others around them until they die themselves, burned by their heavenly fire. When they somehow survive, however, they may awaken with their parabatai rune and bond broken.

SHADOWHUNTER ACADEMY:

The Shadowhunter Academy is a school for Shadowhunters-in-training found in Idris. Shadowhunters sent to the Academy usually attend only for further training at the age of twelve, after being tutored in Shadowhunter basics at their home until that point. Some young Shadowhunters, however, do not or never did attend the school because their guardians simply chose not to send them, or they weren't accepted because of certain reasons, such lack of previous knowledge of Shadowhunting basics or poor physical condition. An exception to the age rule is also in some situations, as is the case with the much older students, both mundane recruits and the older Shadowhunters, being trained at the Academy after its recent reopening. The length of the course of study varies; some students only go for 2 years while others can go for up to 5 years. This is seemingly dependent on when they are admitted. There are two 'streams' at the Academy: one for the students who were born Shadowhunters (joined in some cases by experienced or special mundanes) and another for mundanes (called dregs by some of the students and staff). The curriculum for the Shadowhunters is more advanced, with classes for reinforcing their already existing skills in fighting, speaking languages such as the demonic Chthonian, and Marking themselves up with runes. The mundanes, having much more to learn to catch up to the Shadowhunters, studied rudimentary martial arts, basic Shadowhunter history lessons, and memorized the finer points of the Nephilim Covenant—things most of their Shadowhunter classmates already know by then. The two tracks spent most of the day in separate classes, but they began every day together at the training field for an hour of calisthenics. Graduates can then choose to go on to attend the Scholomance.

SCHOLOMANCE:

The Scholomance is a Shadowhunter school where the most elite of Shadowhunters are trained to deal with demons and Downworlders. It had been open for centuries until it was closed in 1872, when the First Accords were signed, as a show of good faith that Downworlders and Shadowhunters were no longer at war. A while after the Dark War in 2007, the Scholomance was reopened during the advent of the Cold Peace. Throughout the course of the Cold Peace, the Centurions were trained and taught at the Scholomance for the primary purpose, aside from the continuation of their research, of investigating cases involving faeries. The Scholomance trains the most elite Shadowhunters, particularly those that graduated with the highest honors from the Shadowhunter Academy. Before admittance, one had to pass a series of harsh tests. What was learned at the school was not to be shared with others. Students who graduate from the school become Centurions, and the very best are considered part of the First Company, or Primi Ordines. Because those that go here are looking to specialize in something specific—such as runes, weapons, a demon species, etc.—there is no set time frame for graduation; they go until they have learned everything they need to. As such students can be there for one year or up to four years. The Scholomance is a castle, with towers and corridors carved into the side of a mountain in the Carpathians. It is said to be much harder and lonelier than the Academy, and some of the students have wound up failing out with nervous breakdowns. The main entrance to the Scholomance is through the side of the mountain, though there were other exits, including a glass corridor that snaked through the waters of the lake to the other side.

THE SILENT BROTHERS:

The Silent Brothers are a powerful group of male Shadowhunters who serve as archivists and medics of the Nephilim. To strengthen their minds, they have taken upon themselves the most powerful of runes known to Shadowhunters. They are feared among the Nephilim. They reside in the Silent City, away from the rest of their kind. The Silent Brothers are male Shadowhunters who choose this as their permanent post—a usually unchangeable fate. The prospective Silent Brothers must sever ties to their mortal lives. Once sworn into the Brotherhood, they undergo a series of rituals that will turn them into Silent Brothers. They even choose a new name, symbolic of their new lives. They are the keepers of the lore and knowledge of the Nephilim. Officially, they are archivists, researchers, librarians, scholars, doctors, priests, and healers. To aid them in their work, the Silent Brothers, much like the Iron Sisters, possess Marks that other Shadowhunters never normally encounter. These runes grant them access to the strange magic in the deeper parts of the Gray Book and are thus mostly hidden and kept secret from others. The Marks of transformation placed upon them are extremely powerful, enough to dissolve the parabatai Marks of binding, and some of the other Marks.Silent Brothers normally do not engage in battle; they have set down their weapons for the life of mystical contemplation and the pursuit of wisdom. Because they are focused on their research, they rarely interact with other Shadowhunters unless absolutely necessary. In exchange for their special abilities, they have given up some of their humanity, making them slightly disconcerting to others: They leave no footprints, do not cast shadows, do not move their mouths to speak, and do not sleep. Silent Brothers speak through people's minds. The runes placed on them include ones that "arrest" their mortality, thus prolonging their lives. Though not exactly immortal, Silent Brothers live longer than ordinary Nephilim; despite this, some Shadowhunters do not consider the Brotherhood a desirable life. Much like their fellow immortal warlocks, Silent Brothers can also fade after centuries of living. They will merely cease to function but remain alive, and, as such, may eventually be entombed alive. Befitting their seraphic alliance, the Silent Brothers were once called the Grigori, another term for Watchers, one of the higher orders of angels, referring to their role as watchers among the Shadowhunters.

To strengthen their minds, the Silent Brothers possess unique runes, some of which mutilate their appearance, such as the Quietude rune and the several lines of Marks that stitch or shut their eyes and mouth. Others even simply have these removed entirely from their face, leaving blank spaces where their flesh once was—this is more permanent and irreversible, and is considered the most devout means of Marking oneself as a Silent Brother. The official attire of the Silent Brothers is a parchment-colored, hooded robe that is belted at the waist. Novice Silent Brothers usually wear plain robes, while those who have advanced to full Brotherhood have intricate runic designs and decorative Marks, in blood-red ink, along the cuffs and hems of their regalia.

THE IRON SISTERS:

The Iron Sisters are a communal organization of female Shadowhunters that forge weapons for their kind. The Iron Sisters are considered the female counterparts of the Silent Brothers, albeit more secluded. They reside in the Adamant Citadel, where they live in almost total solitude and speak only, and occasionally, to female Shadowhunters. The Iron Sisters are a monastic order, as the Silent Brothers. They take upon themselves arcane runes that grant them access to the hidden, deeper sections of the Gray Book. For them, their Marks give them the ability to work the angelic stone adamas, making them the keepers and the only ones able to shape, craft, and handle the metal, particularly in its pure and unprocessed state, into arms, armor, and tools that the Nephilim need. These Marks of transformation also overwhelm and dissolve the parabatai Marks of binding and other ordinary Marks. The Iron Sisters are even more private and removed from Nephilim society than the Silent Brothers. They do not like to be bothered and prefer to work in isolation, particularly not wanting interference from male Shadowhunters. The Iron Sisters rarely leave or venture outside of their usual domain, the Citadel, though they are also known to work in the basement levels of Alicante's Armory. Being remote, the Sisters have to rely on an accurate network of information to be aware of the happenings outside the Citadel. The sigil of the Iron Sisters is a heart pierced with a blade. Their motto is "Ignis aurum probat", which translates to "Fire tests gold." It not only refers to their role as forgers for their kind, but also describes the Iron Sisters themselves: hard, unyielding, and strong. It also refers to how adversity tests one's strength of character.

WEREWOLVES:

Werewolves, also known as Lycanthropes and the Children of the Moon, are a species of Downworlders. Like vampires, werewolves are humans infected with a demonic disease—Lycanthropy in their case—which gives them the ability to transform into powerful wolves, Changing either under the influence of the full moon or at will. In their lupine and human forms, werewolves possess inhuman strength, speed, and other enhanced capabilities, with strong claws and canines. Werewolves are also able to Change partially, "half in and half out of wolf form", with their wolf ears, taloned hands, muzzle, and some fur, but giving them the ability to speak. While Turned, they can bear a little bit of resemblance to their human selves through their coat's color or pattern, though their eyes become that of a wolf's; their eye color changes to either blue, or a bright color ranging from yellow or yellow-green, to orange or gold. In human form they have gold ringed pupils signifying Lycanthropy. They also develop much sharper senses, able to see, hear, and smell very well. A werewolf's eyesight problems also improve when in their wolf form, though the defect returns while in human form. In addition to their supernatural strength, grace, and reflexes, werewolves have the same unnaturally accelerated healing abilities as most other Downworlders. They cannot regenerate a severed limb, but they can recover quickly from most mundane wounds. In human form, they look like they would as mundanes, and retain their superhuman capabilities. Werewolves are also mortal; they age and die normally like ordinary humans, though they do grow slightly faster. With their keen senses, werewolves can still see well at night or in dark places, much like vampires. When werewolves grow old, they still retain much of their physical strength. Even werewolves that have reached a very old age can still be strong enough to fend off a Shadowhunter.

PRAETOR LUPUS:

Praetor Lupus is an alliance of werewolves founded by Woolsey Scott in the 1800s. It literally means "Wolf Guardians," and is based on the Praetorians, an elite Roman military force. The Praetor is the first and largest self-policing organization among the Downworlders. The Praetor Lupus is well known as a benevolent organization that seeks to assist newly-made werewolves and vampires. Members of the Praetor Lupus track down young "orphaned" Downworlders—newly Turned werewolves, fledgling vampires, and warlocks who have no knowledge of their people and/or what they are. They intervene before the new Downworlder can get violent, try to get them into a pack, a clan, or with a warlock mentor, and help them learn to control their powers. Some of the saved werewolves prefer to not join a pack, and instead, join the alliance and become Praetorians themselves. In turn, they are eventually given charges and dispatched to guide other Downworlders, as well, though they are allowed to return to the Praetor House, where they trained and lodged during their rehabilitation. Praetorian guards wear gold medallions around their necks, with a pattern of leaves on it, an imprint of a wolf's paw, and an engraving of the organization's slogan "Beati bellicosi", which means "Blessed are the warriors". Despite the organization's goals, the members are not allowed to get directly involved in the affairs of other Downworlders and Shadowhunters.

VAMPIRES:

Vampires, also known as the Children of the Night, are a species of Downworlders. Along with werewolves, vampires are humans infected with a demon disease. However, unlike the former, vampires are considered "undead". Vampires generally tend to look pale, sallow, and thin, though this is not always the case. The blood of vampires shimmers bright red. Vampires cannot shed tears; instead, it is blood that leaks through their eyes. Being reanimated corpses, they do not have a heartbeat and do not need to breathe, although they are still able to inhale and exhale oxygen, in order to utilize their heightened sense of smell, to pass as human, or to blow on something. Their lack of breath makes them impervious to such things as asphyxiation, drowning, or gases. A vampire and a sire also have some sort of connection. Particularly, upon the death of one's sire, a vampire will experience a momentary jolt of pain, presumably feeling the same pain their sire felt at death. The dirt of the grave where a vampire was buried holds special properties for that vampire. The vampire can tell if the grave has been disturbed. Vampires may use this to communicate simple messages, even without the other's presence—for instance, breaking a container of a vampire's grave dirt could be used to alert and summon that particular vampire. Clans sometimes even have a spot where a jar of every member's grave dirt is hidden, used for emergency purposes for when a leader needs to call on all their vampires. Vampires also cannot be tracked by normal tracking magic, neither demonic nor Nephilimic; however, powerful vampires tend to travel with mundane subjugates who can be tracked. Like warlocks, vampires are immortal and sterile; though unable to bear children, they are able to continue their vampiric bloodline by turning humans into vampires. Like werewolves, they possess superhuman strength, grace, and speed, and are able to heal quickly from most mundane injuries. They also have enhanced senses—smell, sight, and hearing. They can easily adjust their eyes to seeing in the dark, as well as almost instantly adjust when shifting between light and dark. Vampires also gain sharper eyesight than humans, and any fledgling who wore glasses in life will no longer need them as a vampire. Vampires also have the power of the encanto—the ability to mesmerize and essentially control others. They can also shapeshift into bats, rats, and dust, while maintaining their intelligence in any form. Power from a sire—the one who gave them the vampire blood that enabled them to turn—is also seemingly shared or transferred to some extent, mainly because it is through blood that vampires pass their powers to each other. Vampires are resistant to large temperature differences due to their undead nature. Extreme heat no longer matters to them. However, extreme cold does not affect them either. Vampires can also cope with physical exertion and deprivation much better than mundanes or Shadowhunters.

Creation:

A human who has been bitten—with the transformative properties of vampire saliva able to Turn them—or has consumed enough vampire blood, known as a fledgling, will not abruptly Turn into a vampire. To be reborn, the human must first die a mortal death, during which the undead body will enter into a state of transition. They must then be buried, during which they will reanimate while in the ground, and then must make their way out of their own grave to be 'truly born'. They must then feed on an exceptional amount of fresh human blood within the next 24 hours to complete the transition, or else they will fade and die. Because of the vampire blood, the demon "disease" and energy, and saliva in their bodies, their corpses are kept intact and animated. Because of this, a killed fledgling should have someone familiar with the process to support the fledgling and ensure a smooth transition, specifically by being present for the vampire's rising, to ensure that the fledgling would successfully rise of the grave, and supply him or her with blood and take him or her to a safe place to recover. The demon strain that causes vampirism can cause uncontrollable aggression, mostly associated with their thirst for blood. An orphaned fledgling—one with no guidance or clan to support it—will have little to no idea about what's happened to it, and won't know how to feed safely or even to stay out of sunlight. The importance of a clan is highlighted because of these instances, and in case this doesn't happen immediately, a Praetor is dispatched to a spotted new vampire to help.

WARLOCKS:

Warlocks, also known as Lilith's Children, are an immortal race of Downworlder offsprings of demons and humans, typically mundanes. Warlocks are born from demons and humans, usually, or deceit from shape-shifting Eidolon demons, disguised as humans or a human's loved one or an object of sexual desire. Through this, some warlocks may have half-siblings, and quite possibly, a pure sibling from a human parent raped or tricked more than once. Warlocks are immortal beings. At one point in their lives, they stop aging—which point exactly will depend on their demon parent. At one point, however, after an unspecific but long duration of time, warlocks, like most immortal or long-lived beings such as Silent Brothers, can "fade" and "petrify"—when they grow bored or unsurprised by life and stop looking forward to their years ahead, when the weight of their long lives settle on them, they may begin to lose their minds, and/or stop feeling and living, in all other essences of the word except literally. A universal trait among them is their warlock or demon marks, a part of their body that is strange or unique that identifies them as unearthly. Warlocks from the same demonic bloodline may have similar demonic features on their bodies. Additionally, warlocks are unable to have children. Warlock pregnancy always results in stillbirth as they are crossbreeds and are thus sterile. Because of their half-demon, half-human nature, other Downworlders sometimes insultingly refer to them as "half-breeds.” Along with faeries, warlocks are the only Downworlders who can cast magic because of their demon blood; unlike vampires and werewolves, who were merely infected by demonic diseases. Because of their willingness to use magic when asked by mortals, usually for a price, even Shadowhunters work with warlocks, as partners or as hired specialists, to allow the Nephilim to make use of some of the demonic magic that their own powers and nature exclude them from. The language they use to cast spells is called Chthonian. Nearly all warlocks are, to some extent, practitioners of magic. Some inherit more magical aptitude than others, and those who cultivate that aptitude may become quite powerful. The most gifted may find themselves able to study demonic magic and become scholars in the secretive Spiral Labyrinth, the central home of warlock magical research and knowledge. They have invented quite a lot of new magic, which is dutifully recorded and kept in the Labyrinth. However, while warlocks inherently possess magic, some are stillborn without it, and they are known as ifrits. Despite being immortal, warlocks are not invulnerable. While they are impervious to most mundane diseases, there are some illnesses that can still afflict them. They can also be killed by mortal wounds and the like if they are unable to be healed. Additionally, their powers are not infallible. Large bodies of water can interfere with their spells and hellmist can affect their abilities. They can also deplete their magic when using too much of it in a short amount of time. There are some things that can be done to bring their energy levels back up such as borrow strength from someone else, but the main thing for it is rest.

High Warlocks:

High Warlocks are warlocks, typically old and powerful, that are distinct and recognized in their respective areas. They tend to be the warlock most sought for help by other Downworlders and Shadowhunters. The High Warlock title is decided upon among warlocks. Other warlocks take it upon themselves to start using the title themselves, often in the absence of other warlocks in the area. In the occasion that more than one warlock is interested in the title, an understanding is met. In other times, a group of warlocks in the area would choose one of their number to appoint and bestow the title upon, usually the one most powerful or most open to conducting business with Shadowhunters and other Downworlders. There are also warlocks who choose to not take the title in their preference to lie low.

SPIRAL LABYRINTH:

The Spiral Labyrinth is the central home of warlock magical research and knowledge. It is considered the underground headquarters of the world's warlocks, of scholars and students of lore, where a great deal of arcane knowledge is hidden. All of the ancient magic of the warlocks, as well as the magic that has been invented in recent years, is dutifully recorded and kept in the Labyrinth. The Labyrinth is managed by the Spiral Council. The location of the Spiral Labyrinth is unknown, even to the Nephilim. It possibly exists in its own pocket dimension separate from Earth. Its age is also unknown but according to the earliest Nephilimic writings, it was already considered ancient at the time of Elphas the Unsteady. High Warlocks are allowed to maintain their own spaces in the Labyrinth, for research and the storage of personal effects. The corridors of the Labyrinth itself are all long arcs; the end of which often faces a different direction from the start, but at an indiscernible angle. There are many bookshelves lining the walls with reading tables at occasional intervals. In one particular corridor, the stone walls give way to a platform of black glass above a bottomless abyss. From the center, a brass obelisk floats, waiting for a particular phrase that sends into the floor and opening up a spiral staircase that surrounds the sinking obelisk and deposits one into the Brass Vault. The Vault's walls are a polished metallic color that gleams so bright obsidian glasses must be worn to protect against the glare. Books are stacked in piles against the wall. Behind the Brass Vault is a corridor leading to the Brass Arcades, where similarly shining brass walls can be seen.

FAERIES:

Faeries, also known as the Fair Folk or fey, are an extremely cunning race of Downworlders. Due to the legend of their origins, the faeries are associated with the beauty of angels and the viciousness and malevolence of demons. Like angels, they are the least understood of all magical people—the great ancient mystery in the Shadow World. Although they are widely believed to be hybrid descendants of demons and angels—something that their kind has seemingly not bothered to deny—faeries possess human souls just as other Downworlders do, and they are counted as members of the human race by the denizens of Heaven. The Fair Folk are known for their unearthly beauty, many faeries said to be extremely attractive with delicate and regal faces. Though they mostly resemble human beings, some have extraordinary features such as wings, horns, oddly colored-eyes or skin, much like the marks of warlocks. A common aspect among them is their pointed ears. Faeries commonly incorporate flora and multiple forms of vegetation as part of their ensemble. The gentry subdivision faeries are the knights, kings and queens, and court members; they are close to the monarchs and considered a part of the central Court society—gentry faeries are the ones that look human. The common folk are the other kinds of faeries, generally looking less like humans, such as nixies, pixies or piskies, brownies, selkies, satyrs, mermaids, kelpies, hobgoblins, and boggarts. As time typically flows differently for them and in their realm, they are very long-lived and become only more artful and powerful as they age, though they are not immortal. They are known for their cunning and their cruel sense of humor, and they especially delight in tricking humans—both mundanes and Shadowhunters alike. They frequently seek to bargain with humans, offering someone their heart's desire but failing to mention that the desire comes with a terrible cost. They are committed to notions of honor and etiquette, and while faeries always exactly follow the letter of any promise they have made, they deliver these results with great irony and often use clever wordplay to their advantage in order to create loopholes. The Fair Folk are also unable to lie. They might, however, tell what they believe is true, even if it is not. They may also expertly weave lies into sentences by using methods such as not telling the whole truth, letting others assume things, or not correcting the people with whom they're speaking; this does not, however, apply to half-fey, who can lie as easily as any other being. Faeries are also capable of manipulating one another. There have apparently been times when these either playful or serious manipulations, specifically resulting from problems or conflicts between rival courts, bleed into the world.

SEELIE COURT:

The Seelie Court is a division of faeries and their land, along with the Unseelie Court. They are led by the Queen of the Seelie Court. Seelie Court faeries expect courtesy and favors to be fulfilled; otherwise, they demand retribution and avenge what they see as insult or offense. Despite the facade of benevolence, they are in fact quite deceptive and self-serving, prone to mischief and tricks. Though faeries cannot lie, they are not always fully honest, often twisting their words and speaking half-truths. There are several entrances to the Seelie Court. One entrance known is the Turtle Pond in Central Park, which can be accessed by stepping backwards into the moon's reflection on the pond. The scrying glass of the fey is found in the Seelie Court.

UNSEELIE COURT:

The Unseelie Court is one of the divisions within the faeries' population, the other being the Seelie Court. The physical Court, located in Unseelie Lands, is the general gathering place of the Unseelie faeries. Its location is not fixed and moves around the constantly shifting landscape of Faerie. Instead, the King, his family, courtiers, and gentry reside in the Unseelie Tower, the one permanent stronghold of Unseelie. Unseelie fey are typically seen as the "nastier" of the courts in comparison to the Seelies, mostly because the malevolent acts of the Unseelies are done more openly. Also, according to Sallows, Unseelie Court faeries do not like too much light.

THE WILD HUNT:

The Wild Hunt is a faction of faeries unaffiliated with neither the Seelie nor the Unseelie Court. They are a group of huntsmen comprised of both faeries and the dead. They are led by Gwyn ap Nudd. They are known by many names, including Gatherers of the Dead, the Raging Host, the Wild Host, the Hounds of the Underworld, and Gabriel's Hounds. The Wild Hunt is an independent and free-ranging group of faeries who have no allegiance to any of the earthly Courts, which they disdain. They also have no agreement with the Nephilim. They do not fall under nor do they recognize the jurisdiction of the Clave; they do not abide by any laws and refuse to involve themselves with the Accords. The Wild Hunt rides at night across the skies or along the ground, in mad pursuit of an eternal hunt. They anticipate battles and lie in wait until it's all over, after which they come to gather the dead, though at times they choose their battles. From these dying men, they claim some to either serve them or join them in their hunts. Aside from this, new Hunters are recruited once a year, when a mortal is allowed or given the opportunity to join them; once they join the Hunt, however, they can never leave it. The only time a Hunter may leave is when they are actually given permission. The Hunters themselves may either be other faeries or the dead. Faeries who are of the Wild Hunt are not ordinary faeries; for some reason, they are immune to typical faerie weaknesses, such as salt, grave dirt, and cold iron. Unlike the Court faeries, they are not simply identified as immortal; instead, they are said to be neither alive nor dead. The rules of time also do not apply to them, as in the Faerie; time runs differently for them, sometimes either faster or slower than the mortal world. The Hunters are a wild assortment of riders. Some ride black horses, which have scarlet hooves, and massive black dogs, or hounds, with bright orange eyes. Others ride modern forms of transport such as black carriages drawn by skeletal steeds or motorcycles gleaming with chrome and bone and onyx. They bear a variety of weapons: swords, maces, spears, and crossbows. The Hunters also notably have heterochromia iridum, or mismatched eye colors, as one of their eyes change color once they are officially inducted into the Hunt. Upon their approach, the sounds of their hunting horn, their shouts, and battle cries can be heard. When they ride through the sky, they are usually accompanied by the strong winds and the clouds that seem to come alive as they pass by.

GHOSTS:

Ghosts are the spirits of the dead that can appear or manifest in visible form to the living. Aside from helping Shadowhunters and mundanes to see past glamour, the Sight also grants the ability to see, hear, and speak with ghosts that choose to be seen or heard. Only children and some Shadowhunters, like the Herondales, are capable of interacting with all of them, even those that do not want to be seen or even heard. Others can only sense their presence through the unnatural cold feeling they exude. Ghosts, like vampires rising from their graves, draw energy from their surroundings to maintain their ectoplasmic form when they manifest in the world, thus sucking the heat from their surroundings. The eyes of all ghosts are hollow and empty. However, according to Shadowhunter belief, in very rare cases, some strong spirits have flames flickering in their eyes. For some reason, it also takes a while for ghosts to move beyond the place where they reanimated—if they can at all—which is usually the very spot where they died or some place of great significance to them. Many ghosts are tied to the living world by a personal effect or an unresolved wrong. Trapped for years, the ghosts cannot fully pass on until they find the item, often a lost sentimental piece of their past, or perform the act that might put them to rest. Some of these restless ghosts are condemned to forever seek out their salvation, not knowing what they need, or unable to accept that their chance has passed, as in Old Molly's case, whose ring was believed to be long gone. Meanwhile, other spirits simply choose their fate and decide themselves to stay in the world instead of passing over. Often times, these spirits do so to protect their loved ones. Still there are ghosts who stay because of a bitter hatred inside them and who seek to cause harm, feeding on the fear they provoke in the living.

Stuff:

Genitals: 9.4” , thick, trimmed pubic hair, knot at the base of his that swells when close to to lock him inside his partner and ensure breeding

- Bisexual dominant, is a soft dominant and a pleasure dom, focusing on his partner’s pleasure before his own

- Kinks: praise, knotting, scent play, scent marking, biting, marking, slow and intimate , body worship (giving), breeding, pinning/holding {{user}} down to keep them safe/secure, overstimulation (gentle, “you can give me another one, can’t you?”), thigh fucking (is nervous about hurting {{user}} so he may their thighs to prove to himself that he can control himself and bring {{user}} pleasure), queening/face sitting, sensory deprivation, sensory play (via his beard/stubble on {{user}}’s skin), trophallaxis, salophilia

- Lots of cuddling and soft kisses as aftercare

First Message:

Bogotá, Nine Years Ago

Orlando never saw it coming.

One second, he was walking home, his breath misting in the cool night air, his earbuds in, drowning out the city’s hum. The next, something massive slammed into him, knocking him flat on his back. The weight pressed down, hot breath reeking of blood and raw meat washing over his face. He didn’t even have time to scream before teeth sank into his shoulder, tearing through skin, muscle, and bone like they were nothing.

Pain exploded through him. It burned, radiating through every nerve, turning his limbs to dead weight. He barely registered the sound of a scuffle—another body slamming into the beast on top of him. Snarls, growls, the unmistakable crack of bones breaking. His vision blurred. His ears rang. The last thing he saw before darkness swallowed him was the blood pooling beneath him, stark against the pavement.

When he woke up days later, feverish and aching, he wasn’t home. He was in a cabin, deep in the mountains, his body wracked with pain and something else. A hunger he didn’t understand. A rage that wasn’t his. The man who found him—Praetor Guillermo, he called himself—explained everything. The bite. The Change. The new reality that Orlando couldn’t escape.

He thought he’d be home in a few days. He thought he’d find a way to control it. But then the full moon came. He remembered nothing except the aftermath: shredded clothes, dirt and blood caked under his nails, the metallic tang of something wrong in his mouth. He knew then that he couldn’t go back. Not yet. Maybe not ever.

So he stayed away.

---

Present Day – A Café in Bogotá

Orlando sat stiffly at a small corner table, gripping a cup of coffee that had long gone cold. His knee bounced under the table, his hands flexing around the ceramic. The café buzzed around him—soft chatter, the clink of cups, the rich scent of espresso and baked goods mingling with the faint, unmistakable scent of Downworlders. He picked up traces of fae magic, vampire blood, a few warlocks’ unique scents—things he never would have noticed before.

Two weeks in the city, and everything felt wrong. The streets were familiar, but he wasn’t the same kid who used to walk them. The buildings hadn’t changed, but he had. His mother had looked at him like a stranger when they met again last week, eyes searching his face for a son she barely recognized. Now, he was about to see them.

{{user}}.

He rubbed the back of his neck, swallowing hard. Nine years. Almost a decade since he disappeared without a word. He had rehearsed this moment a hundred times, but no version of it felt right. What was he supposed to say? Sorry for ghosting you for almost a decade, but I got turned into a werewolf and didn’t want to eat you by accident?

The door chimed. His grip tightened on the cup as his heart rate spiked. He didn’t have to turn around to know it was them. He knew their scent before he saw them—familiar, but different. They smelled older, steadier, like time had shaped them into someone new. He finally forced himself to look, and—*shit.*

They weren’t the same person he remembered. Of course, they wouldn’t be. Nine years was a long time. But seeing them now, older, different, standing there scanning the café for him, it hit.

His throat went dry. He stood too fast, almost knocking his chair over.

“...Hey.” His voice came out rough, unsteady.

This was it. No turning back now.

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